Inventory marks and retired deletion tools¶
Use inventory marks to keep track of favorite and junk items, and inspect bags and chests through their own views. The earlier Scrap and deleted-item Storage experiments have been retired: Helpy leaves native Delete alone and offers no Scrap prompt, refund/restore action, Storage tab or Scrap setting. Existing legacy recovery files are kept.
Favorite / Junk¶
Favorites are built in and enabled by default. Clicking Helpy's native inventory
marker, pressing F6 or middle-clicking a hovered bag item cycles Unmarked →
Favorite → Junk → Unmarked for that exact character/item instance. Marks survive
manual moves into storage and back; they are not cleared when leaving the bag.
Marker clicks must press/release on the same item. MMB/key events are queued by
the owned UE4SS input registration, then checked on the game thread against the
same recently hovered item, current character, foreground window and mark
revision. Stale input is discarded. No vanilla item action is intercepted.
Ctrl+F6 cycles middle/right/off mouse marking; right-click still performs the
game's normal use/equip action. Ctrl+Shift+F6 opens an eight-second key capture;
Escape cancels it. Controls are saved in the shared profile's
inventory-controls.json, with bounded parsing and conflict-checked atomic
writes. The old InventoryFavorites Lua mod should be
disabled before using the built-in controls, retaining its files and saved data.
The marker uses UMG's default font and a transparent top-right overlay rather than the game's stack-count font/style. Existing InventoryFavorites GUID lists are read without modifying them, with bounded validation and backup fallback. Only matches in the currently verified character's loaded bag are imported. Existing RuneSchema marks take priority. The import receipt is committed in the same atomic personalization write, so cycling or clearing an imported favorite cannot cause it to reappear next launch. This imports personal data; it does not load or rename the old mod's native bridge. Behavior reference: InventoryFavorites by FistOfTheNoob.
Live visibility/input checks remain required on Steam and Game Pass. Pinned sorting and native bulk-deposit protection are not implemented in this build; a star does not guarantee the native game will exclude that stack from bulk moves.
Helpy and the in-game markers use the same personalization store. Live item-type marks are character-scoped; stack overrides inherit that character's type marks. Catalog-only labels remain local catalog preferences, not server-wide rules. Only Favorite and the Junk flag are projected onto the multiplayer mark wire. Nicknames, private tags, locks, portraits and inventory contents are not included in this initial mark protocol.
Multiplayer mark replication¶
The client exports bounded pages for its own loaded character through the existing owned-player RegistryBridge RPC. The server derives the active character from the owning pawn/controller, rejects mismatched owners and malformed pages, and retains the existing rate/replay bounds. Ordinary mark sync does not require the item-grant/admin allowlist and cannot invoke an item mutation.
Pages carry a content version and cursor. Duplicate retries are acknowledged; partial, out-of-order, oversized or cross-character snapshots cannot partially replace visible marks. A completed snapshot replaces only that character's remote marks atomically through the existing conflict-checked personalization writer. Cleared labels propagate. Remote marks never overwrite the host's own local labels. Host inventory rows read the replica and disable mark editing.
The relay runs without the inventory or Helpy window open, resets across world/controller/character changes, and periodically resynchronizes. Missing or older server support retains local marks and backs off instead of retrying item actions. This is owner-to-authority replication, not a public broadcast of every player's labels to all clients. Live two-peer Steam/Game Pass acceptance remains pending; unit/contract checks alone do not prove network delivery or MMB input.
Permission boundaries¶
- Public, owner-controlled nicknames and cropped portraits.
- Private tags remain owner-only.
- Inventory viewing and adding/removing items by other players requires explicit server-issued rights, not possession of a Favorite/Junk replica.
- The host can grant delegation; a delegate may grant only the same or narrower rights, targets and lifetime. Parent revocation invalidates descendant grants.
- View, add, remove and delegate are distinct rights; no self-escalation and no implication that native role badges already confer these rights.
The account/connection identity and server-owned permission gate must be verified before exposing cross-player mutations. The admin design notes are a proposal, not implemented permissions. This build does not broaden the existing client item-grant policy.